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Published by goroiamanuci, 2023-03-12 07:23:30

Thri-Kreen

Thri-Kreen

Thri-Kreen An Ecology and Examination of Culture JAEMIN KIM


Thri-Kreen T he Thri-Kreen (Kreen, for short) are a race of desert-dwelling nomadic insectoid beings. They possess a mindset very different from any humanoid encountered, and roam the desert in packs, hunting both day and night. Quick and agile, they make fearsome warriors, not to be underestimated under any circumstances. Thri-Kreen means "wanderer-person" in their language; they refer to individuals of their race who live in cities as Tohr-Kreen, or "settled-person." Physical Description Mature Thri‐Kreen, when standing at full height, are from 7 to 8 feet tall. They typically possess six limbs in total, the upper four serving as arms while the bottom two generally support their weight and are used for walking upright in a bipedal fashion. Individual Kreen have been known to walk "on all fours," so to speak, utilizing their topmost limbs as well to support themselves while crouching in order to reduce their profiles while moving through open spaces, reducing the chance of being noticed. Their topmost limbs are larger than the middle pair, taking the large portion of heavier actions, whilt the middle limbs are generally smaller and more dextrous, permitting of fine motor skills that the other limbs lack. In any case, the limbs which serve as arms end in hands which are three-fingered, with one digit opposable to the other two. All of these digits end in claws, as do those of their lower limbs, which end either in "feet" as is typical of humans, or at times they are digitigrade. Those with digitigrade lower limbs appear to benefit greatly from the differing structure, the average of which are capable of leaps unimaginable to the greatest of human athletes. Their body is covered with a chitin, a tough exoskeleton that grants the Thri‐kreen protection from blows. This is generally sandy brown or yellowish in hue with some variation of color, though outliers exist. Additionally, some have developed a chameleon-like ability, with chitin that adapts in color to suit the surrounding environment. Their heads, which is similar in appearance to that of a mantis, is often topped with two antennae. Their eyes are typically large and black in color, and are at times compound and multifaceted. The kreen mouth consists of small pincers or a set of jaw-like mandibles, from which some individuals produce a paralytic venom. Male and female Thri‐Kreen are physically indistinguishable in appearance when observed by members of other races. Personality and Upbringing By comparison to most known races, Kreen are lacking of personality in a general sense. In their usually brief dealings with members of other races, they are noted for the fact that there are no external "tells" for their emotional state such that other races display. At best, it is noted that the antennae may twitch when aggravated, and there seems to be a correlation between their emotional state and their eye color, as it seems to get darker when the individual is under stress. To better understand the personality of the Kreen, one must first take the time to examine their cultural upbringing. A Kreen female often mates with several males and stores their reproductive materials until they are ready to fertilize and lay their eggs, which are often laid in clutches of dozens, with the largest known clutches numbering over 100 specimen. These eggs are left inside a den, within which a source of food which has been paralyzed with their venom is left. After laying eggs, the female moves on from the location and does not return. The concept of parenthood is lost to Kreen, who know of no such construct and believe in complete self-dependence. Upon hatching, each Kreen emerges as a fully-formed individual, ranging from 1 1/2 feet to 2 1/2 feet tall. These hatchlings consume the meal which was left for them, after which the clutch fends for itself. Often they scatter in small packs of 2-24 individuals. While all Kreen inherently understand the manner in which to hunt, it is rare for more than perhaps 10% of Kreen to reach physical maturity, which is typically by 6 years of age. While this is a brutal upbringing by the standards of other races, it ensures that only the strongest live to mating age and guarantees strength of the race as a whole. During the time the Kreen are reaching adulthood, it is common for the members of their pack to be entirely killed off. If this happens, individual Kreen try to find another pack to join in preference to solitary life. Kreen place the well-being of the pack before all other needs, and will die to defend it if necessary. They will challenge the leader of the clan if they believe that the leader is going to lead the clan to destruction. Those who lose their clans and cannot join with another will sometimes choose to travel or adventure with members of other races, and will eventually form a new clan bond with them. Regardless, when nearing the end of their lifespan of around 30 years, a Kreen will feel the urge to find a mate with increasing urgency in order to leave a lineage behind after their death. Racial Memory All Kreen possess a racial or ancestral memory, which largely makes up for what would otherwise be a lack of experience with their short life spans. When a Kreen is conceived, it inherits the memories of both parents leading up to its conception, as well as all those from previous generations. Because of this, Kreen inherently know the best creatures to hunt, and the best techniques for doing so. There is also generally little difference in the mental state of hatchlings within a clutch, as they all share the same memories and experiences at birth. Indeed, the only individuality between them is a product of physical differences and varying experiences after hatching. Those that strike out on their own often are much more unique than those that hunt together because of this. Additionally, the Kreen conceived later in the life of their parents benefit from the increased wisdom inherited. Each Kreen only actively remembers the last hundred years or so, with events before that playing out as hazy at best in their memories. 1


Restless Rather than sleep, Thri-Kreen enter a torpid state for a few hours each day. During this time, their movement is slowed and a little sluggish, especially in comparison to their usual speed. They never sleep, and are always aware of their surroundings. Additionally, they hold to no strict patterns for when they enter this state, instead waiting for the opportune time to do so when they are best protected in their environment. They will often enter this state during a period of the day to better take advantage of the need for sleep that other races and creatures have, choosing to hunt in the dead of night when others are the least alert and aware of their surroundings. They have difficulty understanding the state of sleep, and often see it as laziness and folly on the part of other races. Diet Kreen are entirely carnivorous, sustaining themselves solely through the consumption of meat. Indeed, if a Kreen were to consume vegetation, it would become incredibly ill, as their bodies are not capable of digesting it. The only exception to this rule is the consumption of a few common herbs and spices, which they use medicinally and to flavor their meals. While at times they do cook meat before consumption, it is not strictly necessary and they do this for flavor alone, as they are perfectly capable of consuming raw meat of all known varieties. It is of particular importance for members of other races to understand that Kreen have been known to eat members of other humanoid races. This is not typical behavior, but in times of game scarcity they will eat what they must. In fact, it is known that in times of great difficulty they will cannibalize each other, at times even eating their own young if no other source of food is available. Some are particularly fond of the taste of elf, leading to an amount of tension when members of the perspective races meet each other. Language and Naming Conventions The Kreen language consists primarily of whirring and clicking, and is supplemented with antennae movement and phermone releases. While it is possible, if difficult, for members of other races to understand the Kreen language, it is impossible for them to speak it by natural means. There is no written equivalent to Kreen. Kreen are capable of learning other languages, and through exposure to the common tongues in their lineage must understand such to an extent. However, their physiology makes them completely incapable of speaking any tongue other than their own. They have, however, developed the unique ability to communicate to others with a limited range form of telepathy. When doing so, they can communicate to others in any language which they understand. The "voices" projected in this way can vary greatly, with some communicating in the voice of the individual from whom they learned the language or an individual who speaks it who they greatly admire. Others may have a voice which is more of an amalgamation of the sounds of the language which they are communicating in and their own, with intermittent clicking as if from their mantibles. This seems to be completely personal choice. Kreen do not name each other, instead relying upon primarily each others unique phermones for identification. However, Kreen who need to identify themselves to members of races that cannot utilize this means of identification will often choose names for themselves. Others may permit for individuals of other races with whom they are on friendly terms to name them, either keeping one common given name or permitting for each to make up their own. Failing this, under the assumption that there are no other members of their race present, they will answer to Thri-Kreen or Kreen. There is no distinction between the names which male and female Kreen choose for themselves. Some examples follow: Names: Cha'ka, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka'cha, Ka'tho, Klik-chaka'da, Lakta-cho, Qhak'cha, Qhik-ikcha, Sa'Relka, T'Chai, Tak-tha. Possessions Kreen generally choose to not wear any armor, as the wearing of such may impede their movement and natural concealment. They choose instead to rely upon their naturally durable chitin. Some choose to wear clothing, which can vary greatly from individual to individual, though it is often kept sparse and of colors that easily blend into their environments. Kreen do usually produce and wear some sort of harness or strapping in order to carry their possessions and food. These tend to be of very high quality, and some collectors will pay a premium for Kreen-made harnesses. Kreen own few possessions, as they do not keep anything which can not easily be carried on their person. What few possessions they do own generally serve some utility purpose, though some Kreen do keep items of particularly fine aestetic quality. Some choose to decorate their chitin with small rings of metal, though care must be taken when holes are being bored for such. Kreen are known to carry and utilize a variety of weapons. Primary among them are the gythka, a polearm with wicked blades at either end, and the chatkcha, a throwing wedge which returns when thrown. All Kreen know how to utilize these particular weapons at the time of their hatching, and generally by adulthood have acquired or made their own. Racial Relations Kreen harbor no particular ill will towards any race, and can live relatively close to any so long as they do not overstrain the resources within Kreen territory or put their packs in danger. As a result, they do tend to attack invading bands of particularly destructive races, such as orcs or goblins. ThriKreen will typycally respect the warriors and hunters of other races, while farmers and the like are generally below notice or recognition and left alone so long as they do nothing to anger the Kreen. Other races are typically very cautious around Kreen, as they do not understand their culture and abhor the way of life which the majority of Kreen choose. Alliances between other races and Kreen are not unheard of, especially when there is a present common enemy. Many Kreen will freely trade with members of other races, though it is best to let them approach rather than invading into their lands. If any member of another race is seen wielding a weapon of Kreen origin, it is sure to arouse suspicion, and if the individual did not earn the weapon fairly in battle then hostility is likely. 2


Playing Thri-Kreen Individual Thri-Kreen who have lost their pack often wander until they have found another. Failing this, they may choose members of other races as their clan. At times, Thri-Kreen are sent out by their pack on some task of great importance. In such cases, they will often choose to travel with others with whom they share similar goals, and will aid them in their endeavors so long as the aid is mutual. Such individuals often become adventurers, as this style of life becomes second-nature to those of their abilities who form bonds with members of other races besides their own. Thri-Kreen Traits As a Thri-Kreen, you start with the following traits, in addition to those granted by your subrace: ASI: Your Wisdom score increases by 1. Age: A thri-kreen is born from an egg and reaches full physical maturity at 6 years of age. They demonstrate no effect of aging until they reach the end of their life cycle around 30 years. Alignment: Most Thri‐kreen are chaotic, acting in whatever fashion benefits the pack mentality, and this rarely leads them to philosophies of good and evil. Size: A typical thri-kreen is 7 to 8 feet tall, and weighs 300 to 350 pounds. Your size is Medium. Speed: Your base walking speed is 40 feet. If wearing armor this is reduced to 30 feet, and you are still affected by additional speed reduction due to armor for which you do not meet the minimal strengh score. Darkvision: You have darkvision to a range of 60 feet. Carapace: Your chitinous plates provide a natural armor class of 13 + Dexterity modifier when wearing no armor. Thri-kreen Physiology: You cannot wear items fitted for most humanoids due to your unique physiology. This includes most armor and clothing. If you were to have armor made, it follows the same rules as barding in regards to cost. Magical armor designed for humanoids does not typically adapt to a thri-kreen’s multi-limbed body structure. Sleepless: You require no sleep and are immune to sleep effects. You need only 6 hours of light activity to gain the benefits of a long rest. You are not required to make saves for a Forced March. Aquaphobe: You double your Constitution modifier when determining the number of days you can go without water, as well as when making Constitution saving throws against the environmental effects of extreme heat. Like many land-based insects, thri-kreen are not built for life in the water. You make all checks involving swimming at disadvantage. Additional Arms: You have two ancillary arms below your main ones, primarily used for fine detail work while your primary arms handle strength-related tasks. Each of these weaker arms can hold items up to 50 pounds in weight, but cannot effectively wield weapons or shields. They may be used to interact with an item, and switching items from one hand to another on the same side is a free action. Languages: You can speak Thri-Kreen and Common. In order to communicate in languages other than Thri-Kreen, you must be within line of sight and within 120 feet to the individual with which you are communicating. Subraces You may choose between the following subraces. Chameleon You have the ability change the color of your chitin to better blend into your surroundings. You gain the following traits: ASI: Your Dexterity score increases by 1. Chameleon Carapace. You can change the color of your carapace to match your surroundings. You roll with Advantage whenever you use your Stealth skill. If wearing armor, you cannot use this ability. Digitigrade You have digitigrade legs, permitting you to make great leaps compared to other members of your race. You gain the following traits: ASI: Your Strength score increases by 1. Leap: You roll with Advantage whenever you use your Athletics skill to jump. You add 10 feet to all vertical jumps and 20 feet to all horizontal jumps. You cannot jump backwards. If wearing armor you do not benefit from the additional distance. Venomous You have a venomous bite, being able to paralyze others. You gain the following traits: ASI: Your Constitution score increases by 1. Bite: Your bite can be used to make a natural attack for 1d6 + Strength modifier piercing damage, for which you have proficiency. You may add thri-kreen venom to your bite. A target must make a Constitution save or be poisoned for 1 minute; if failed by 5 or more, the target is paralyzed for the duration. The target repeats the save at the beginning of its turn to end the effect. The DC is 8 + proficiency bonus + Constitution modifier. Creatures who succeed on any saving throw against your poison may not be affected by your poison attack again for 24 hours. You may use this ability a number of times per long rest equal to your proficiency modifier. ROLEPLAYING A THRI-KREEN Everything you kill is a potential dinner, and it is senseless to waste good food. If you seem to be the most capable in a situation, then you will assume leadership; if someone challenges your authority then you will wish to test whether they are in fact more capable than yourself. You would give your life to protect your companions if need be. If you did not trust and honor them as your own family, then you would not travel with them and work together with them. It disturbs you that your companions lie unconscious for a third of their lifetimes, and you spend your rest periods watching over them in this state. You own only what you can carry, caring little for money or other items that other races consider treasure. You do not waste time on those who will not take action to ensure their own survival, as they are not worth the effort of preserving. However, any who have a proper fighting spirit are worthy of respect. 3


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